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D3D12
Age
Commit message (
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Author
2016-05-08
D3D12: Specify read/write ranges when calling Map/Unmap
Stenzek
2016-05-08
D3D12: Fix invalid CopyTextureRegion call in CopyRectangleFromTexture
Stenzek
2016-05-08
D3D12: Cleanup startup/shutdown process
Stenzek
2016-05-08
D3D12: Implement perf query support
Stenzek
2016-05-08
D3D12: Remove D3D11 header references
Stenzek
2016-05-08
D3D12: Implement XFB encoding/decoding (support Real XFB)
Stenzek
2016-05-08
D3D12: Remove feature level checks
Stenzek
2016-05-08
D3D12: Don't add padding when allocating within empty StreamBuffer
Stenzek
2016-05-08
D3D12: Improve output of shader compiler errors
Stenzek
2016-05-08
D3D12: Refactoring and cleanups
Stenzek
2016-05-08
D3D12: Fix error with >1xIR/MSAA EFB depth access
Stenzek
2016-05-08
D3D12: Implement GPU-based bounding box
Stenzek
2016-05-08
D3D12: Use helper method for binding EFB render targets
Stenzek
2016-05-08
D3D12: Use signed ints for viewport origin
Stenzek
2016-05-08
D3D12: Allow large texture uploads (>64MiB) by using temporary buffer
Stenzek
2016-03-30
Merge pull request #3656 from phire/windows-10-sdk-update
Pierre Bourdon
2016-03-26
Updated D3D12 to build on the newer windows 10 sdk.
Scott Mansell
2016-03-24
VideoCommon: Refactor TexMode0 mipmaps disabled test into a helper function
EmptyChaos
2016-03-24
VideoBackends: Do not use Anisotropy on Point filtered textures.
EmptyChaos
2016-03-16
Minor fixes to the partial updates code
mimimi085181
2016-03-02
Merge pull request #3655 from jcowgill/spelling-fixes
Mathew Maidment
2016-03-01
D3D12: Cleanup DX12::Renderer::SetSamplerState
EmptyChaos
2016-02-28
D3D11: Fix texture dumping, for both single and multi-mip textures
Stenzek
2016-02-28
D3D12: Fixed issue where EFB copies could end up corrupted after reset
Stenzek
2016-02-28
D3D12: Don't keep screenshot/encoder buffers mapped
Stenzek
2016-02-28
D3D12: Add helper method for setting both viewport and scissor rect
Stenzek
2016-02-28
D3D12: Optionally prevent StreamBuffer from executing command list
Stenzek
2016-02-28
D3D12: Don't enumerate outputs, it's not used anywhere
Stenzek
2016-02-28
D3D12: Fix crash/errors when switching MSAA modes while running
Stenzek
2016-02-28
D3D12: Implement non-blocking EFB access when EFB has not been modified
Stenzek
2016-02-28
D3D12: Simplify and fix MSAA EFB depth copy path
Stenzek
2016-02-28
D3D12: Cleanup/refactoring of teardown process
Stenzek
2016-02-28
D3D12: Use std::thread for worker thread
Stenzek
2016-02-28
D3D12: Use stream buffer for CD3DFont
Stenzek
2016-02-28
D3D12: Clean up debug device creation path
Stenzek
2016-02-28
D3D12: Improve robustness of command allocator and fence tracking
Stenzek
2016-02-28
D3D12: Don't add fence tracking entries without buffer offset changes
Stenzek
2016-02-28
D3D12: Don't clear texture SRV on destruction, as it may still be in use
Stenzek
2016-02-19
Fix some very minor spelling mistakes
James Cowgill
2016-02-16
Merge pull request #3645 from lioncash/dxmem
Mathew Maidment
2016-02-16
Merge pull request #3644 from lioncash/shadercache
Mathew Maidment
2016-02-16
D3D12: Get rid of safe deletion macros
Lioncash
2016-02-16
D3DStreamBuffer: Use size_t within the class interface
Lioncash
2016-02-15
NativeVertexFormat: Add missing override specifier
Lioncash
2016-02-15
NativeVertexFormat: Use in-class initialization
Lioncash
2016-02-15
ShaderCache: Remove unnecessary template type specifications
Lioncash
2016-02-15
ShaderCache: Remove unnecessary null checks
Lioncash
2016-02-15
D3DBase: Fix missing return statement
Lioncash
2016-02-15
D3D12: Initial commit for D3D12 backend implementation.
hdcmeta